Okay ima shoot another question what does a Physics Actor do?
Like when you create a new actor and u can choose Physics and has the default Generic Physics Driver
From what ive seen sc2 has a built in physics system when certain buildings die or units die they have gibs that slide on terrain if on a slope and will slide and you push them they have gravity when they fall to the ground its pretty obvious that it is there...
Im just trying to figure out how to utilize it, there is a physics driver actor along with site actors which forgive me if im wrong compliment the physics idea through the data editor.
So has anyone dove into any of this or is it still a mystery because the only physics ive heard of is through triggers and I cant seem to believe that, that is the only way.
Ive been using Send Actor Message and I still cant get the right response
When using AttachSetRotation, I cant set the rotation ive tried like everything please prove me wrong if you can find a native value...
But when I use it anyway with no value the turret sets to an angle of 270 and detaches from the the tank....
Then ive tried to AttachmentSetBearings in another attempt but it actually sends the turret to oblivion and never returnns so I once again have a
headless tank (BumbUmbuM).
Ive tried to do AttachSetRotationFrom and AttachSetBearings in an attempt to localize the turrets rotation to the tank but to no avail
Then I tried adding a bearings actor to the turret along with a site 2d Rotation actor for both cases but it didnt work... I prolly did it wrong but yeah
Oh then ive tried Make Actor Face Angle with the actor of "Look at target from attach point" and I set the attachpoint to TurretZ and the tank unit
and I set an angle and BAM nothing ha so Idk...
Please anyone help ive been attempting this for days and days I know theres a way since since sending actor messages seems to cause some reaction, All help is appreciated Thanks.
Uhm ive been trying to get my tanks turrets to rotate using triggers for a while too now really wanna find the answer
Ive tried all thats here already a million times.
Hero/unit casts the spell the spell uses create unit effect to create the dummy then using the effectspawn slot in Create unit add the issueorder darkswarm and walla! you have a static gaurdian shield that wont be restricted to one duration
To have the dummys removed just set a timedlife behavior to them.
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lol xD atleast u tried :D
I still dont like the idea of how sc2 has a built in physics system but we cant utilize it >.<
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That sounds believable :D Thanks
Okay ima shoot another question what does a Physics Actor do? Like when you create a new actor and u can choose Physics and has the default Generic Physics Driver
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I mean I know vectors and Im decent at math but yeah im prolly in way over my head :3
So may I ask when you select a model what does Physics type do? its always automatic and I can never find what changing it does? anyone?
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May i asked if you managed to get your hellions turret to rotate? Through triggers?
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.< It doesnt make sense
There has to be another way Would anyone know how to go about it through make actor face angle? Or does it have to be through sending messages
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aw dissapointment ha but thanks :) I will definitely be looking for examples or references on how to do it then, so I can teach myself.
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From what ive seen sc2 has a built in physics system when certain buildings die or units die they have gibs that slide on terrain if on a slope and will slide and you push them they have gravity when they fall to the ground its pretty obvious that it is there...
Im just trying to figure out how to utilize it, there is a physics driver actor along with site actors which forgive me if im wrong compliment the physics idea through the data editor.
So has anyone dove into any of this or is it still a mystery because the only physics ive heard of is through triggers and I cant seem to believe that, that is the only way.
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Im gonna have to bump this >.>
Ive been using Send Actor Message and I still cant get the right response When using AttachSetRotation, I cant set the rotation ive tried like everything please prove me wrong if you can find a native value... But when I use it anyway with no value the turret sets to an angle of 270 and detaches from the the tank....
Then ive tried to AttachmentSetBearings in another attempt but it actually sends the turret to oblivion and never returnns so I once again have a headless tank (BumbUmbuM).
Ive tried to do AttachSetRotationFrom and AttachSetBearings in an attempt to localize the turrets rotation to the tank but to no avail Then I tried adding a bearings actor to the turret along with a site 2d Rotation actor for both cases but it didnt work... I prolly did it wrong but yeah
Oh then ive tried Make Actor Face Angle with the actor of "Look at target from attach point" and I set the attachpoint to TurretZ and the tank unit and I set an angle and BAM nothing ha so Idk...
Please anyone help ive been attempting this for days and days I know theres a way since since sending actor messages seems to cause some reaction, All help is appreciated Thanks.
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@JeffQ: Go
Look for the units fidgets I beleive and change those settings
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Uhm ive been trying to get my tanks turrets to rotate using triggers for a while too now really wanna find the answer Ive tried all thats here already a million times.
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lol you would change it up entirely
When the spell casts its ability the effect there would be create unit
Then in the create unit effect spawn you would put the issue order the issue order would tell the just created unit to cast Dark Swarm :D
on effect spawn you might want to make a set effect and set the timed life and the issue order inside of it
Its kind of complicated sorry
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When U create a data object on effects tab it will give you a list of types and theres a create unit type and an issue order type
Ha its hard to explain u need to toy with it
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Change the model of the actor?
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Well... here an example
Hero/unit casts the spell the spell uses create unit effect to create the dummy then using the effectspawn slot in Create unit add the issueorder darkswarm and walla! you have a static gaurdian shield that wont be restricted to one duration To have the dummys removed just set a timedlife behavior to them.
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Is there anyway to rotate a turret using behaviors, triggers, or anything?